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Seawolf in space

Author
Nikk Narrel
Moonlit Bonsai
#1 - 2012-01-13 17:13:51 UTC  |  Edited by: Nikk Narrel
QUICK RECAP (for those not wanting to reread the whole thing):

New Cap ship proposed: Size of a cruiser, but has all cap disadvantages:
A lot of skill points needed
Slow speed
Turns slowly when aligning (it won't warp quickly)
Very expensive
Requires a cyno to change systems, (covert or regular).

Advantages:
Has a special cloak instead of a shield, cannot be decloaked by proximity as regular CovOps types. As long as shield is above 5% the vessel is cloaked.
Has a high damage weapon. (Unspecified, but maybe something like multiple bomb launchers, 3 or 4)
Fires weapon while cloaked.

Counter: A destroyer type was suggested, using a new probe type similar to interdiction probes, but would instead strip the cloaking shields from anything within 15 KM. This effect provisionally would also pop any regular cloaks, but this may be cancelled by balance issues, or just tweaked to not make gate camps free death traps to CovOps.

If anyone has ever played the simulations for submarine warfare, most commonly from world war 2, you are familiar with this class of naval vessel.

Not a big ship, like a battle ship, but very dangerous, and focusing on strategies not found currently in EVE.

In naval warfare, these subs would try to sneak up on an enemy. They would observe the ship's progress, and then shoot torpedoes at the ship. The weapon has no eve equivalent, since nothing a cruiser sized vessel can fire will destroy a battleship in a single volley.

If the target survived, the sub did not make their life easier by sticking around on the surface, they stayed hidden and tried to finish the job.

Now, why am I referring to this?

I am suggesting a new type of capital ship. Smaller, (cruiser sized), and more likely to be undetectable as it never decloaks.

The sub's shields are obviously a special item. What if they had to 'cool off' between uses? The sub would switch to regular cloaks during this time, which would not even let it warp, so it would need to get safe first before switching over.

My idea, (game balance adjusting), is to have the special shields only useful for 15 to 30 minutes. Then the shield becomes unavailable for maybe 5 minutes while it cools off. During this 5 minute interval, regular cloaks still hide the sub, but it cannot warp, and has the 2KM pop radius of any other cloak.

TRADE-OFF: Like the old naval subs that needed to surface to recharge their batteries, it should gain speed and maneuverability improvements. Handling probably to improve to levels of a battleship, rather than a freighter. it CAN still warp, but not cloaked, so will likely not choose to do so as being to risky.

*********
Detail, if explanation needed: This really is not a traditional cloak. It put's the ship out of phase with other objects, making the familiar 2,000 meter decloaking effect meaningless to it.
This is why damage is exclusive to the shield cloak initially, as it is the only thing the rest of the universe can interact with.

(Yes, it can fire outwards, but only projectiles / missiles since they need to pass through the shield to reenter the universe with their targets. Beam weapons and hybrids do not have the needed time to reenter realspace before hitting a viable target)
Morgan North
Dark-Rising
Wrecking Machine.
#2 - 2012-01-13 17:20:58 UTC
Stealth bombers are the EVE equivalent to submarines, but they tend to be relativly powerless. Black Ops are their big brother, but nobody uses them due to cost and high skill requirements. Both of these classes of ships are capable of performing stealth-raids or pop-out of nowhever next to an enemy vessel. Making a capital version of it wouldn't improve anything.

Also, submarines are so "good" because the hull of a naval-ship is always undefended and easier to hit. In EVE things are armored all around so, with out current mechanics, they don't have a way of being "one-shot" by popping out f nowhere Black Ops. Excepting Mining vessels.
Jenshae Chiroptera
#3 - 2012-01-13 17:26:46 UTC
I think there is too much Alpha killing.

In too many cases it is almost impossible to detect a cloaked ship, now you want it to instantly kill other ships? What would be the point then in doing pretty much anything if these cloaked ships can camp all the gates and keep killing all the miners?

We should have more opportunities to fight back, not less.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Nikk Narrel
Moonlit Bonsai
#4 - 2012-01-13 19:32:40 UTC
Jenshae Chiroptera wrote:
I think there is too much Alpha killing.

In too many cases it is almost impossible to detect a cloaked ship, now you want it to instantly kill other ships? What would be the point then in doing pretty much anything if these cloaked ships can camp all the gates and keep killing all the miners?

We should have more opportunities to fight back, not less.


I believe you overestimate the ship's potential.

This ship would have every disadvantage cap ships have, no gate travel, trouble against smaller ships, etc.

Yes, it is an ambush type vessel, but with limited target ranges. Small and fast ships won't have much trouble avoiding it, simply because it's weapons are designed for bigger targets.

The smallest things it might be effective against? Battleships, mining vessels such as barges and exhumers, (possibly haulers if they travel a predictable path in null sec like a ship on autopilot might).

This is not a front line ship. It is a vessel to sneak around enemy lines, and harass with.
For fleets, there are more effective and less expensive options in regular cap ships.
Nikk Narrel
Moonlit Bonsai
#5 - 2012-01-13 19:41:49 UTC
Morgan North wrote:
Also, submarines are so "good" because the hull of a naval-ship is always undefended and easier to hit. In EVE things are armored all around so, with out current mechanics, they don't have a way of being "one-shot" by popping out f nowhere Black Ops. Excepting Mining vessels.


Addressing just the second part of your post:

Subs were effective against the hulls of naval ships, because they were designed to exploit that specifically.

Two surface ships would be on an even playing field against each other, neither having an advantage.

The submarine was exponentially more complicated to build and operate, and it's crew needed training beyond what a normal mariner required to serve.

This ship follows the same logic: it would require far more training to operate than a regular battleship, and it would cost a lot more too, comparable to other cap ships due to it's complexity.

The exploited advantage in this case is not the submerged part of a ship's hull, but the ship's structure by bypassing normal armor and shields protections. (balance details: how is it to be determined)
Nikk Narrel
Moonlit Bonsai
#6 - 2012-01-14 14:28:50 UTC
Morgan North wrote:
Stealth bombers are the EVE equivalent to submarines, but they tend to be relativly powerless.


I had someone make this same point to me off these forums, and I would like to address it here, as I think this helps define the reasoning behind my idea.

The stealth bomber being a sub, is a joke. It's design may remind people of subs, until you take into account it's damage profile. Like bombers in any air force, they cannot significantly impact the game except in large numbers.

Few other vessels requiring bombers level of skill training has so little impact on gameplay, most other t2 frigs have meaningful contributions that are in demand by comparison. (Granted, electronic attack frigs are not shown much love either, but the design of these always flagged them as intended support for small scale.)

I also had someone come up with an awesome idea, I cannot take credit for, but I will put it here, since it deserves promotion too. (I would name them, but I don't have their permission to do so)

"i think we need a mod that works like a smart bomb but uncloaks ships in the system but uses all that ships cap in one use... "


In history, destroyers hunted subs using sonar. I get the feeling these ships could easily be adapted in EVE for this.

Consider: An interdictor bubble could effectively freeze the sub from leaving already. What if the destroyer had a T2 variant, (or it could still use the interdictor), that dropped a decloaking bubble in the same radius?

Game mechanics aside, any sub that was effectively pinpointed was dead. The mechanic ingame could be as simple as this decloaking bubble stripping the subs special shield. It could also suppress the cloaking ability of other ships in it's radius.

I am thinking that the launcher for this will need to be tweaked for balance with game mechanics, do we want an interdictor able to have both launcher types online, effectively making them all in one sub hunters?

(The cruiser sizing for subs makes them that toughness for armor and structure, these are not hard to destroy, but may be more than a destroyer can quickly take out)

The destroyer would still want more ships handy to make the kill quick.
Mary Annabelle
Moonlit Bonsai
#7 - 2012-01-15 01:55:29 UTC
Nikk Narrel wrote:
Consider: An interdictor bubble could effectively freeze the sub from leaving already. What if the destroyer had a T2 variant, (or it could still use the interdictor), that dropped a decloaking bubble in the same radius?



It sounds like you have more than one idea on this thread.

Is the destroyer part just to point out how you think the sub could be balanced, or are you suggesting it on it's own merits?
Nikk Narrel
Moonlit Bonsai
#8 - 2012-01-15 15:24:18 UTC
Mary Annabelle wrote:
Is the destroyer part just to point out how you think the sub could be balanced, or are you suggesting it on it's own merits?



I guess it could be useful on it's own, yes. A lot of things with a historic analogy would be useful parts of the game, at least with naval stuff.


Hearing stuff from elsewhere, I think I need to debunk an idea some might have. The sub would never be OMGWTFBBQ-IWIN button type.

Under ideal scenario, it could hunt in areas where other ships with similar kill abilities could not. It is at all times a cap ship that is not cost effective to risk in a fight where it lacks a clear escape to safety.

Other cap ships can be supported by fleets. Outside of coordinating attacks somehow, a sub gets little benefit from fleets, not being designed to give or receive support in this manner.

This ship trades time and patience for kills, where other ships group together to combine firepower to achieve either a lethal alpha, or the ability to otherwise remove the ability of the target to leave before the damage can be done.

It is a trade off, that finally gives the stealth loving solo player a path to power, without upsetting game balance.
Mary Annabelle
Moonlit Bonsai
#9 - 2012-01-15 15:51:44 UTC
Nikk Narrel wrote:
Mary Annabelle wrote:
Is the destroyer part just to point out how you think the sub could be balanced, or are you suggesting it on it's own merits?



I guess it could be useful on it's own, yes. A lot of things with a historic analogy would be useful parts of the game, at least with naval stuff.


Hearing stuff from elsewhere, I think I need to debunk an idea some might have. The sub would never be OMGWTFBBQ-IWIN button type.


Under ideal scenario, it could hunt in areas where other ships with similar kill abilities could not. It is at all times a cap ship that is not cost effective to risk in a fight where it lacks a clear escape to safety.

Other cap ships can be supported by fleets. Outside of coordinating attacks somehow, a sub gets little benefit from fleets, not being designed to give or receive support in this manner.

This ship trades time and patience for kills, where other ships group together to combine firepower to achieve either a lethal alpha, or the ability to otherwise remove the ability of the target to leave before the damage can be done.

It is a trade off, that finally gives the stealth loving solo player a path to power, without upsetting game balance.


Ok, I'll bite, and be your devil's advocate here.

From perception, this will feel like that "I Win" button you mentioned.

Players can see, and therefore acknowledge, that a group of ships in a fleet took an obvious effort to bring together, and coordinate. They can see the effort at a glance, and feel better about giving up that kill mail.

Let's say you have this sub. It took lots of isk to train, as you pointed out it is a cap ship. It took lots of isk to buy the actual ship too, same reason.
I saw somewhere that you needed a cyno to change systems too, so you had to coordinate with others at some point.

So now, you have gone to a lot of cost and effort already. None of this is noticeable at a glance, to another player, so the perception of your efforts is ZERO.

Next you wait in system X, and you stake out a juicy outpost station or asteroid belt. Target rich area thing.
I guess you hope for an AFK, or anything that looks like it would not be able to fight back.

Boom, you launch your whatever weapon. The target goes boom.

HERE is your problem: All they ever saw was their precious ship getting single shotted into a killmail for you. NONE of your effort is obvious to them. They immediately feel cheated, and are mad.

The perception will be that you are overpowered. A roam fleet may kill them by moving quickly, and killing them with an alpha before they can react, but the roam has an obvious number of ships present, and does not FEEL overpowered.

You are losing the perception fight. It does not matter if you actually worked just as hard for that kill over time, noone is seeing this effort, so it feels like you just casually logged in, pushed your I WIN button, and waved as you flew off.
Nikk Narrel
Moonlit Bonsai
#10 - 2012-01-15 18:05:28 UTC
Mary Annabelle wrote:
You are losing the perception fight. It does not matter if you actually worked just as hard for that kill over time, noone is seeing this effort, so it feels like you just casually logged in, pushed your I WIN button, and waved as you flew off.


I cannot argue with this point, and I confess perception may go against a sub pilot. Heck, looking at history, these were hated because their naval kills gave the impression that the victims were powerless, like they were somehow shot in the back with no honor.

Snipers have the same issue in some ways. All these can seen somehow as being sources of terror due to perception.

But any powerful ship gives this impression, if you discount the time and effort it took to put that ship on the field.

This is nowhere near as powerful as a titan, and there are enough in the game to make possible subs nervous. I am not sure if their superweapon is still feared by most, but as a cap ship, just the sub being in the system at the wrong time would be a free cap kill for a titan pilot.

My point is any cap ship is very powerful, and is respected because people understand the effort it took to put them in space. When a carrier or dread kills something, I would hope the victim doesn't feel like the pilot just hit an I win button on them.
(And carriers and other caps want fleets just as much for defense as offense, since any powerful ship becomes a target people brag about killing)

The sub cannot be effectively protected by a fleet. The sub does not have the huge armor and structure to act as a buffer. The sub is not fast or agile, moving like any other cap ship for turning speed and acceleration. So, it cannot effectively run from those who spot it.
All the sub has is it's ability to go undetected, which is far from absolute.

When the sub is spotted, or even has it's system location go public, the pilot will know they have a countdown timer on them. They know they need to flee before sub hunters have a chance to show up.

Unlike real naval history, I doubt these subs would be able to take out the really big ships. Their value would be quite specific in it's limits.

I think it would be balanced, and it would give a fun play experience to both the sub pilots, and the pilots who hunt them.
Mary Annabelle
Moonlit Bonsai
#11 - 2012-01-15 19:34:27 UTC
Nikk Narrel wrote:
Blah blah blah, we already have cap ships, etc...


You aren't getting anywhere with this.

Players work based off of perception, not actual reality. And the game designers cater to that, as it doesn't matter how good or bad a game is, so long as paying players like it.

Players already resent cap ships. They are only accepted because alliances use them in fleets, where they are symbols of power for all to see.

Your so called subs won't ever have this parade to justify them, so whether or not they are balanced or fair will never become relevant. Game designers know this, and are not about to waste time because it is just that obvious.

On a side note, I never got too much into SBs mentioned earlier, but this is such an obvious path for them, why do you think there is no equivalent bigger than frigate size? (Black ops cannot even warp cloaked, and recons are very specifically not anything but big Covops)
Nikk Narrel
Moonlit Bonsai
#12 - 2012-01-16 15:10:42 UTC
Mary Annabelle wrote:
Nikk Narrel wrote:
Blah blah blah, we already have cap ships, etc...


You aren't getting anywhere with this.

Players work based off of perception, not actual reality. And the game designers cater to that, as it doesn't matter how good or bad a game is, so long as paying players like it.

... then ....

On a side note, I never got too much into SBs mentioned earlier, but this is such an obvious path for them, why do you think there is no equivalent bigger than frigate size? (Black ops cannot even warp cloaked, and recons are very specifically not anything but big Covops)


Your perception fails you here. If anything, the SB is a broken promise that the sub would correct, in the eyes of many players. Read below to see why!

SB's are something I know quite well, as the first T2 ship I trained years ago was the Manticore, back when the Caldari SB gave one more launcher than the other races.

PERCEPTION gave the manticore a sense that it had lousy defense, (it was a frigate, one smart bomb can kill these on a BS), it obviously had a cloak, and the description made glowing reference to how devastating and feared it's weapon was!
By golly, it sounded like the rogue in a certain fantasy MMO, or any of a dozen archetypes that used a similar balance.

We all saw it, the sneaky guy creeps up to being in range, launches his super alpha attack, and the target is at such a disadvantage after the damage they have little to no chance, and their escape depends on an improbable amount of luck.

PERCEPTION says the stealthy guy is not being given a free ride, as the target can get outside support, and quickly turn the battle. PERCEPTION makes this seem not overpowered, as it is not an I win button, but a "I worked hard skilling up, and setting you up for a kill with this expensive ship" button.

And like anything else in an MMO, this tactic is very effectively countered by traveling with others for mutual protection.
Squidgey
Perkone
Caldari State
#13 - 2012-01-16 16:05:21 UTC
Nikk Narrel wrote:
[quote=Morgan North]Like bombers in any air force, they cannot significantly impact the game except in large numbers.

Sorry, but a bomber in any air force can be a game changer. And so can a single cloaky bomber in eve.

One good bomber can lay waste to enemy supply lines in a few minutes. One good stealth bomber in eve can potentially do the same.



Of course, as with RL bombers, there are other weapons which are more effective.
Nikk Narrel
Moonlit Bonsai
#14 - 2012-01-16 16:39:36 UTC
Squidgey wrote:
Nikk Narrel wrote:
[quote=Morgan North]Like bombers in any air force, they cannot significantly impact the game except in large numbers.

Sorry, but a bomber in any air force can be a game changer. And so can a single cloaky bomber in eve.

One good bomber can lay waste to enemy supply lines in a few minutes. One good stealth bomber in eve can potentially do the same.



Of course, as with RL bombers, there are other weapons which are more effective.


Bombers have about one surprise attack in them, the bomb or torpedoes.
Most ships worth attacking as you described will just leave, as the alpha volley is not enough.

Any ship meant to fight can take down an AFK, or poorly prepared type. Someone else lacking skill is not something that should be relied on.

To be specific, an average Hulk in null has over 9k effective HP, if equipped the way I see most.
Even with maxxed level 5 skills, t2 launchers, etc, the SB still won't break 5k.

The hulk has already entered warp before the second volley can hit.
Squidgey
Perkone
Caldari State
#15 - 2012-01-16 16:47:53 UTC
Nikk Narrel wrote:
Squidgey wrote:
Nikk Narrel wrote:
[quote=Morgan North]Like bombers in any air force, they cannot significantly impact the game except in large numbers.

Sorry, but a bomber in any air force can be a game changer. And so can a single cloaky bomber in eve.

One good bomber can lay waste to enemy supply lines in a few minutes. One good stealth bomber in eve can potentially do the same.



Of course, as with RL bombers, there are other weapons which are more effective.


Bombers have about one surprise attack in them, the bomb or torpedoes.
Most ships worth attacking as you described will just leave, as the alpha volley is not enough.

Any ship meant to fight can take down an AFK, or poorly prepared type. Someone else lacking skill is not something that should be relied on.

To be specific, an average Hulk in null has over 9k effective HP, if equipped the way I see most.
Even with maxxed level 5 skills, t2 launchers, etc, the SB still won't break 5k.

The hulk has already entered warp before the second volley can hit.

I dont see what that has to do with my post. They are clearly situational, much like... oh - every other ship in the game.

And I fail to see how killing a hulk would be a game changer and applies... at all.

As for them only having "one surprise attack"... duh. They only do one thing.

And ok, fine, you wanna gank a hulk. Find one or two other people with SBs, that still isnt "large numbers" by any stretch of the imagination. You dont send in 1 F16 to engage a hijacked 747 do you? At least two, just to minimize the possibility of mistakes. Same thing applies here.
Nikk Narrel
Moonlit Bonsai
#16 - 2012-01-16 17:06:20 UTC
Squidgey wrote:
Sorry, but a bomber in any air force can be a game changer. And so can a single cloaky bomber in eve.

One good bomber can lay waste to enemy supply lines in a few minutes. One good stealth bomber in eve can potentially do the same.



Of course, as with RL bombers, there are other weapons which are more effective.

I dont see what that has to do with my post. They are clearly situational, much like... oh - every other ship in the game.

And I fail to see how killing a hulk would be a game changer and applies... at all.

As for them only having "one surprise attack"... duh. They only do one thing.

And ok, fine, you wanna gank a hulk. Find one or two other people with SBs, that still isnt "large numbers" by any stretch of the imagination. You dont send in 1 F16 to engage a hijacked 747 do you? At least two, just to minimize the possibility of mistakes. Same thing applies here.


Ah, so your point about laying waste to enemy supply lines referred to having several of these coordinated with each other.

Unless you meant targeting transports somehow. Not sure how that works out, as tactically they are designed to get away one way or another.

My point is they are obsolete by themselves, and in a fleet they are rarely the best or only choice to fill the role they have remaining.

Maybe they once had power, but if so they got nerfed into being no more than a shadow of this.
Mary Annabelle
Moonlit Bonsai
#17 - 2012-01-16 18:41:43 UTC
Nikk Narrel wrote:
(Lot of stuff)

My point is they are obsolete by themselves, and in a fleet they are rarely the best or only choice to fill the role they have remaining.

Maybe they once had power, but if so they got nerfed into being no more than a shadow of this.


Ok, I read the important parts, and bolded what seems to be your point.

Your problem seems to be you are either anti-social, or you are just online at the wrong time. Same result, you are looking for a way to do solo stuff.

Now that I understand where you are coming from, (I think), your arguments make more sense. You repeatedly blow off any solution that uses teamwork, and admittedly SBs are not very effective by themselves.

The problem here, is that you are trying to bring new toys into our sandbox. Cloaky stuff scares a lot of players, and the designers have no incentive to alienate them.

I give you points for suggesting the counter, that destroyer idea. I think someone already recycled your idea for that on that new thread a DEV started. Pity you got no credit on that one.

The only way your idea sees life, is if the devs put the weapon in NPC hands first, then give players the destroyers to fight them with. This establishes in the game, and trains, how to fight your little nightmares.

Good luck. It's not a terrible idea, just might not be as popular as you hoped.
Squidgey
Perkone
Caldari State
#18 - 2012-01-16 20:27:56 UTC
Nikk Narrel wrote:


Ah, so your point about laying waste to enemy supply lines referred to having several of these coordinated with each other.



Not several, as you yourself said 2 can be enough. Three people out being annoying can be very beneficial.
Nikk Narrel wrote:




My point is they are obsolete by themselves


Every ship is obsolete by themselves:


Because Fleet.
Nikk Narrel
Moonlit Bonsai
#19 - 2012-01-16 20:44:21 UTC
Squidgey wrote:
Nikk Narrel wrote:


Ah, so your point about laying waste to enemy supply lines referred to having several of these coordinated with each other.



Not several, as you yourself said 2 can be enough. Three people out being annoying can be very beneficial.
Nikk Narrel wrote:




My point is they are obsolete by themselves


Every ship is obsolete by themselves:


Because Fleet.


Sorry Squidgey, the 2 thing was me quoting you, I never endorsed the need for fleets on any level, mostly because Mary called me out fairly accurately. I am frequently not able to get online with others, so I am left to go solo a lot.

Now, wanting to be useful, and knowing I cannot regularly rely on support, I considered what effective means would I have as a solo type to PvP, etc.

I came up with the sub idea. I refined it, balanced it with weaknesses, and pointed out how easily it could be fought.

I figure it is pretty entertaining, and would definitely be a time sink for a lot of players on both sides.

Who wouldn't want a cap killmail? And a good destroyer pilot could definitely manage that.
(Maybe the decloak probe could be launched like a bomb, and fired at points in space? Maybe something systemwide could be used, enabling the destroyer a chance to try and probe down the ship briefly, making going afk in the sub dangerous indeed)
Mary Annabelle
Moonlit Bonsai
#20 - 2012-01-17 01:27:08 UTC
Nikk Narrel wrote:
Squidgey wrote:
Nikk Narrel wrote:


Ah, so your point about laying waste to enemy supply lines referred to having several of these coordinated with each other.



Not several, as you yourself said 2 can be enough. Three people out being annoying can be very beneficial.
Nikk Narrel wrote:




My point is they are obsolete by themselves


Every ship is obsolete by themselves:


Because Fleet.


Sorry Squidgey, the 2 thing was me quoting you, I never endorsed the need for fleets on any level, mostly because Mary called me out fairly accurately. I am frequently not able to get online with others, so I am left to go solo a lot.

Now, wanting to be useful, and knowing I cannot regularly rely on support, I considered what effective means would I have as a solo type to PvP, etc.

I came up with the sub idea. I refined it, balanced it with weaknesses, and pointed out how easily it could be fought.

I figure it is pretty entertaining, and would definitely be a time sink for a lot of players on both sides.

Who wouldn't want a cap killmail? And a good destroyer pilot could definitely manage that.
(Maybe the decloak probe could be launched like a bomb, and fired at points in space? Maybe something systemwide could be used, enabling the destroyer a chance to try and probe down the ship briefly, making going afk in the sub dangerous indeed)


I kinda liked your destroyer idea.

And with cloak-a-phobia now identified, maybe you should just stick to that one.

Sorry to hear about your rotten luck with playing time coordination.
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